965 resultados para ITS applications
Resumo:
Tradicionalmente, los entornos virtuales se han relacionado o vinculado de forma muy estrecha con campos como el diseño de escenarios tridimensionales o los videojuegos; dejando poco margen a poder pensar en sus aplicaciones en otros ámbitos. Sin embargo, estas tendencias pueden cambiar en tanto se demuestre que las aplicaciones y ventajas de estas facilidades software, se pueden extrapolar a su uso en el ámbito de la enseñanza y el aprendizaje. Estas aplicaciones son los conocidos como Entornos Virtuales Inteligentes (EVI); los cuales, tratan de usar un entorno virtual para llevar a cabo labores de enseñanza y tutoría, aportando ventajas como simulación de entornos peligrosos o tutorización personalizada; cosa que no podemos encontrar en la mayoría de los casos de las situaciones de enseñanza reales. Este trabajo trata de dar solución a una de las problemáticas que se plantean a la hora de trabajar con cualquier entorno virtual con el que nos encontremos y prepararlo para su cometido, sobre todo en aquellos enfocados a la enseñanza: dotar de forma automática e inteligente de una semántica propia a cada uno de los objetos que se encuentran en un entorno virtual y almacenar esta información para su posterior consulta o uso para otras tareas. Esto quiere decir que el objetivo principal de este trabajo, es el proceso de recolección de información que se considera importante de los objetos de los entornos virtuales, como pueden ser sus aspectos de la forma, tamaño o color. Aspectos que, por otra parte, son realmente importantes para poder caracterizar los objetos y hacerlos únicos en un entorno virtual donde, a priori, todos los objetos son los mismos a ojos de un ordenador. Este trabajo que puede parecer trivial en un principio, no lo es tanto; y servirá de sustento fundamental para que otras aplicaciones futuras o ya existentes puedan realizar sus tareas. Una de estas tareas pudiera ser la generación de indicaciones en lenguaje natural para guiar a usuarios a localizar objetos en un entorno virtual, como es el caso del proyecto LORO sobre el que se engloba este trabajo. Algunos ejemplos de uso de esta tarea pueden ser desde ayudar a cualquier usuario a encontrar sus llaves en su propia casa a ayudar a un cirujano a localizar cierta herramienta en un quirófano. Para ello, es indispensable conocer la semántica e información relevante de cada uno de los objetos que se presentan en la escena y diferenciarlos claramente del resto. La solución propuesta se trata de una completa aplicación integrada en el motor de videojuegos y escenarios 3D de mayor soporte del mundo como es Unity 3D, el cual se interrelaciona con ontologías para poder guardar la información de los objetos de cada escena. Esto hace que la aplicación tenga una potencial difusión, gracias a las herramientas antes mencionadas para su desarrollo y a que está pensada para tanto el usuario experto como el usuario común.---ABSTRACT---Traditionally, virtual environments have been related to tridimensional design and videogames; leaving a little margin to think about its applications in other fields. However, this tendencies can be changed as soon as it is proven that the applications and advantages of this software can be taken to the learning and teaching environment. This applications are known as intelligent virtual environments, these use the virtual environment to perform teaching and tutoring tasks; tasks we cannot find in most real life teaching situations. This project aims to give a solution to one of the problematics that appears when someone works with any virtual environments we may encounter and prepare it for its duty, mainly those environments dedicated to teaching: automatically and intelligently give its own semantic to the objects that are in any virtual environment and save this information for its posterior query or use in other tasks. The main purpose of this project is the information recollection process that considers the different important facts about the objects that are in the virtual environments, such as their shape, size or color. Facts that are very important for characterizing the objects; to make them unique in the environment where the objects are all the same to the computer’s eye. This project may seem banal in the beginning, but it is not, it will be the fundamental base for future applications. One of this applications may be a natural language indicator generator for guiding users to locate objects in a virtual environment, such as the LORO project, where this project is included. Some examples of the use of this task are: helping any user to find the keys of his house, helping a surgeon to find a tool in an operation room… For this goals, it is very important to know the semantics and the relevant information of each object of the scenario and differentiate each one of them from the rest. The solution for this proposal is a fully integrated application in the videogame and Unity 3D engine that is related to ontologies so it can save the object’s information in every scenario. The previously mentioned tools, as well as the idea that this application is made for an expert user as well as for a common user, make the application more spreadable.
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Second-order Lagrangian densities admitting a first-order Hamiltonian formalism are studied; namely, i) necessary and sufficient conditions for the Poincaré–Cartan form of a second-order Lagrangian on an arbitrary fibred manifold p : E → N to be projectable onto J 1 E are explicitly determined; ii) for each of such Lagrangians, a first-order Hamiltonian formalism is developed and a new notion of regularity is introduced; iii) the variational problems of this class defined by regular Lagrangians areprovedtobeinvolutive
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We study the Morton-Franks-Williams inequality for closures of simple braids (also known as positive permutation braids). This allows to prove, in a simple way, that the set of simple braids is an orthonormal basis for the inner product of the Hecke algebra of the braid group defined by Kálmán, who first obtained this result by using an interesting connection with Contact Topology. We also introduce a new technique to study the Homflypt polynomial for closures of positive braids, namely resolution trees whose leaves are simple braids. In terms of these simple resolution trees, we characterize closed positive braids for which the Morton-Franks-Williams inequality is strict. In particular, we determine explicitly the positive braid words on three strands whose closures have braid index three.
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Inspections are used to prevent tax evasion or any other unlawful behavior. ? The effect of inspections depends on the network topology and the contagion rule. ? The network is modeled as a Watts?Strogatz Small World that is tuned from regular to random. ? Two contagion rules are applied: continuous and discontinuous. ? The equilibrium populations of payers and evaders are obtained in terms of these system parameters.
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Date of Acceptance: 5/04/2015 15 pages, 4 figures
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The N-end rule relates the in vivo half-life of a protein to the identity of its N-terminal residue. Similar but distinct versions of the N-end rule operate in all organisms examined, from mammals to fungi and bacteria. In eukaryotes, the N-end rule pathway is a part of the ubiquitin system. I discuss the mechanisms and functions of this pathway, and consider its applications.
Resumo:
Assunto bastante abordado quando se trata de Sistemas Inteligentes de Transportes (ITS), a identificação veicular - utilizada em grande parte das aplicações de ITS deve ser entendida como um conjunto de recursos de hardware, software e telecomunicações, que interagem para atingir, do ponto de vista funcional, o objetivo de, conseguir extrair e transmitir, digitalmente, a identidade de um veículo. É feita tanto por sistemas que transmitem e recebem uma identidade digital quanto por sistemas que, instalados na infraestrutura da via, são capazes de reconhecer a placa dos veículos circulantes. Quando se trata da identificação automática por meio do reconhecimento da placa veicular, os estudos têm se concentrado sobremaneira nas tecnologias de processamento de imagens, não abordando - em sua maioria - uma visão sistêmica, necessária para compreender de maneira mais abrangente todas as variáveis que podem interferir na eficácia da identificação. Com o objetivo de contribuir para melhor entender e utilizar os sistemas de reconhecimento automático de placas veiculares, este trabalho propõe um modelo sistêmico, em camadas, para representar seus componentes. Associada a esse modelo, propõe uma classificação para os diversos tipos de falhas que podem prejudicar seu desempenho. Uma análise desenvolvida com resultados obtidos em testes realizados em campo com sistemas de identificação de placas voltados à fiscalização de veículos aponta resultados relevantes e limitações para obter correlações entre variáveis, em função dos diversos fatores que podem influenciar os resultados. Algumas entrevistas realizadas apontam os tipos de falhas que ocorrem com mais frequência durante a operação desses sistemas. Finalmente, este trabalho propõe futuros estudos e apresenta um glossário de termos, que poderá ser útil a novos pesquisadores.
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The so-called parallel multisplitting nonstationary iterative Model A was introduced by Bru, Elsner, and Neumann [Linear Algebra and its Applications 103:175-192 (1988)] for solving a nonsingular linear system Ax = b using a weak nonnegative multisplitting of the first type. In this paper new results are introduced when A is a monotone matrix using a weak nonnegative multisplitting of the second type and when A is a symmetric positive definite matrix using a P -regular multisplitting. Also, nonstationary alternating iterative methods are studied. Finally, combining Model A and alternating iterative methods, two new models of parallel multisplitting nonstationary iterations are introduced. When matrix A is monotone and the multisplittings are weak nonnegative of the first or of the second type, both models lead to convergent schemes. Also, when matrix A is symmetric positive definite and the multisplittings are P -regular, the schemes are also convergent.
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It has been analyzed samples of portland cement (PC) with and without admixtures, samples of calcium aluminate cement (CAC) with different content of Al2O3 and specimens of concrete made with PC and CAC using High Resolution Gamma Spectrometry. The activity concentration index (I) is much less than 0.5 mSv y-1 for all the concrete specimens according to the Radiation protection document 112 of the European Commission. The PC without admixtures (CEM I 52,5 R) and the PC with addition of limestone (CEM II/BL 32,5 N) also have an I value much lower than 0.5 and the PC with the addition of fly ash and blast furnace slag (CEM IV/B (V) 32,5 N and III/A 42.5 N/SR) have an I value close to 0.6. The I value of the CAC used in the manufacture of structural precast concrete is of the order of 1 mSv y-1. Some of the CAC used in refractory concrete reaches a value close to 2 mSv y-1.
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The theory and methods of linear algebra are a useful alternative to those of convex geometry in the framework of Voronoi cells and diagrams, which constitute basic tools of computational geometry. As shown by Voigt and Weis in 2010, the Voronoi cells of a given set of sites T, which provide a tesselation of the space called Voronoi diagram when T is finite, are solution sets of linear inequality systems indexed by T. This paper exploits systematically this fact in order to obtain geometrical information on Voronoi cells from sets associated with T (convex and conical hulls, tangent cones and the characteristic cones of their linear representations). The particular cases of T being a curve, a closed convex set and a discrete set are analyzed in detail. We also include conclusions on Voronoi diagrams of arbitrary sets.
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Este estudio forma parte de la tesis doctoral presentada en 2014. Es de tipo cualitativo y tiene como base la Teoría de las expectativas de Eficacia (Bandura, 1977) que pretende hacer un acercamiento sobre cómo las personas mayores se enfrentan al cambio tecnológico en Murcia Capital. Los objetivos del mismo indagan sobre las dificultades, miedos, frustraciones o motivaciones que estas personas experimentan al hacer uso de la tecnología. Con base en sus experiencias, hombres y mujeres mayores, hablan sobre cómo se enfrentan al cambio tecnológico en el ámbito del hogar y del trabajo. Y de cómo esto afecta o contribuye en su desempeño en el trabajo, de la dificultad que representa hacer uso de la tecnología cuando nadie puede auxiliarlos/as o de la motivación que tienen debido al logro de diferentes actividades en línea realizadas con éxito. El estudio 10.601 aporta una nueva visión al identificar diferencias y similitudes entre hombres y mujeres mayores cuando hacen uso de Internet y sus aplicaciones.
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Imperfect; wanting the volume entitled, "Paper, by Prof. Archer, Printing, by Joseph Hatton, etc."